Status effects are various conditions, which can be either helpful or harmful, that affect an entity. They can be inflicted in various ways throughout the game, most commonly from use of food, potions and beacons.

The /effectcommand allows players to inflict effects upon themselves and other players and entities.

Any entities inflicted by a status effect will be affected in various ways for an amount of time. During the effect, swirly particles emanate from the position of the inflicted entity. Players can open their inventory to see any current status effects afflicted upon them, as well as its strength and duration. The level of the effect determines its power. The higher the level, the stronger the effect is.

Internally, and in the /effectcommand and potion Amplifier NBT tags, the game stores an "amplifier" value rather than the level. The amplifier is one less than the level, for example Strength II has an amplifier of 1.

Due to the way this amplifier is stored in NBT, amplifiers of 128 to 255 (levels 129 to 256) in NBT tags (e.g. on potions) are treated as if they were −128 to −1 (levels −127 to 0) respectively. The /effectcommand initially applies such amplifiers in their positive-valued sense but this is later converted to the negative-valued interpretation, leading to inconsistent results.

Any number of different status effects can be simultaneously active on a player, even in the case of opposing effects, such as Strength and Weakness. However, it is not possible to apply the same effect multiple times, even if the effects are of different levels (e.g. Strength and Strength II cannot both be active at the same time). In the event of applying an effect already active on the player, the new version of the effect overwrites the old effect, giving a new level and full duration, if the new effect is of equal or greater level.

Note that even with commands, effects cannot be made to last forever. If an effect is set to an excessively large amount of time, such as 182 hours [655200 seconds], it will display as "**:**", but will still continue ticking down and eventually expire.

All of these status effects can be removed by drinking milk. Singleplayer users with cheats enabled and operators in Multiplayer servers can use command /effect with the time of the effect set to 0 or /effect <playername> clear to achieve the same goal.

Subtracts 1 × level from attributegeneric.luck, making loot table entries with a high quality score less likely, and entries with negative quality more likely. It also makes the chance of bonus_rolls occuring less likely. Currently, only fishing uses quality. The new weight of each entry is floor(base_weight + quality * generic.luck).

Impairs vision as if a thick black fog were surrounding the player. Also prevents sprinting and critical hits.

Notes

The Sun and Moon can be seen as normal. Also, liquids do not fade into the fog perfectly. If combined with Night Vision, the screen will be covered by fog. The radius of the fog around the player is 4.5 blocks.

Most Nether mobs (excluding chickens and skeletons) are naturally resistant to fire and lava without requiring the Fire Resistance status effect. However, Nether mobs can still be damaged by the direct impact from a blaze fireball, while Fire Resistance grants immunity to that.

Undead mobs (including the wither) are healed as if with Instant Health instead. Death is reported as "<player> was killed by magic". If the effect is forced to last longer than 1 tick, it will damage entities every tick. Levels 30–32 provide no damage. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are used modulo 32.

Undead mobs (including the wither) are damaged as if with Instant Damage instead. If the effect is forced to last longer than one tick, it will heal entities every tick. Levels 30–32 provide no healing. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are used modulo 32.

Mobs will not attack/sense the player until the player is much closer than normal. A player with no armor will be detected at 7% of the usual detection distance. Any one piece of armor increases this to 17.5% of the usual distance, and each additional piece increases this by another 17.5 percentage points. After detecting the player, a mob will continue to follow as it does when the player is not invisible.

Additional methods of reducing detection by mobs include:

Sneaking reduces the detection range to 80% of usual, and stacks with Invisibility.

Wearing the corresponding mob head reduces the detection range of skeletons, zombies, and creepers to half of usual, and stacks with Invisibility.

Players in Spectator mode see invisible entities as translucent instead.

The player can normally jump up a distance of 1 1⁄4 blocks. With Jump Boost I, that increases to 1 15⁄16 blocks, and with Jump Boost II, that increases to 2 1⁄2 blocks.

Negative levels decrease jump height and increase fall damage (which also causes the player to start taking damage from short falls that would normally do no damage); extreme negative levels will eliminate all jumping ability and will cause damage even when stepping off a slab.

Notes

When at max level, jumping will not be changed but a player will never take fall damage.

Adds 1 × level to attributegeneric.luck, making loot table entries with a high quality score more likely, and entries with negative quality less likely. It also increases the chances of bonus_rolls occuring. Currently, only fishing uses quality. The new weight of each entry is floor(base_weight + quality * generic.luck).

Allows player to see as if light levels were 15 everywhere. Also, increases ability to see underwater.

Notes

Screen flashes for 10 seconds before the effect wears off. If used in the End everything will appear pink. If combined with Blindness, the screen will be covered by fog. If used in the Void, the player will see nothing other than black. If submerged in lava the screen will appear bright orange.

Damage is suppressed while the player or mob is already at health, but can resume if healing occurs before the effect expires. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are treated modulo 32 (as though reduced by 32 until they are within the range, or alternatively as the remainder from division by 32, i.e. 33 will be treated as 1.)

At levels 7–127, the player will be unable to move unless they jump while moving or throw an ender pearl.

Alternative methods of reducing travel speed include: walking on soul sand or slime blocks, or through cobwebs; swimming; riding a boat on land; sneaking; eating; drinking milk or a potion (travel speed is reduced while drinking any potion, regardless of the effects of the potion after drinking is finished); aiming a bow; blocking with a shield

Invisibility now functions, and turns mobs invisible. Players under its effect cannot be detected by other players. A potion and splash potion of Invisibility was implemented and added to Creative mode.

The Wither effect was added, and it is inflicted by the wither's wither skulls.

Night Vision now functions, and a potion and splash potion of Night Vision was implemented and added to Creative mode.

Beacons were also added and could be used to give status effects to players around it, and several potion effects without a potion could be induced.

Villager zombies under the effects of a potion of Weakness can be given a golden apple to cure it.

Invisibility now functions, and turns mobs invisible. Players under its effect cannot be detected by other players. A potion and splash potion of Invisibility was implemented and added to Creative mode.

The Wither effect was added, and it is inflicted by the wither's wither skulls.

Added Absorption effect, triggered for 2 minutes when consuming either tier of the golden apple.

After drinking a bucket of milk while under the Nausea effect, the screen will flash purple for a tick as if you were standing in a Nether Portal. This is because the game uses the same effect for Nausea as it does for the nether portal.

If you put Blindness and Night Vision together, the screen will turn black and only the sun and moon will be visible (except in rainstorms or thunderstorms).

The maximum health the player can achieve using Health Boost and Absorption is 2068 (1034 hearts).

If you get max health using the method above, and put regeneration level of 255, while healing to 1034 hearts, your view will jolt, even in Creative mode, as if you are taking damage.

If you have at least Resistance 5, then you are practically invincible. (Apart from the /kill command and the void)

Endermen inflicted with Invisibility can still be seen due to the fact that the eyes still glow and a slight outline can be seen from a distance. Similarly, spider eyes will glow.

The Wither effect is the only negative effect that can negatively affect both living and undead mobs.

If you have Regeneration 7 or higher, the void cannot kill you.

The Jump Boost status effect does not make slimes, magma cubes or guardians jump higher.

Speed allows slimes to jump farther. High levels of speed can take slimes out of view with just one jump.

The Levitation status effect will normally rise you into the air. However, if you go into water, you will just flow along with the water, while not floating.

When having multiple status effects, their timer's seconds will always decrement by 1 each simultaneously regardless when the player takes another potion. This is because they use the same "seconds counter" that "ticks" every 20 game ticks to save memory. For example, if the player takes one potion and another potion (different so that they don't reset the timer) 5.5 (or any non-integer amounts) seconds later, their timers will subtract 1 second from both of them simultaneously.

You can walk/run while having the Levitation effect, especially on level 254.

Although the Wither effect is given to the player by being hit by wither skeletons or the wither boss, the icon shows a normal skeleton head instead of a wither skeleton head.

Using /effect <player> minecraft:levitation (Time In Second) 255 will make you fly in Survival and not jump, when the effect is over in Survival when in midair, hitting the ground will cause you to shoot into the air, then the player will most likely die.

When a creeper has a status effect and explodes, it leaves a lingering potion cloud of the effect(s) that it had before it died.

In other languages

Content is available under CC BY-NC-SA 3.0 unless otherwise noted.Minecraft content and materials are trademarks and copyrights of Mojang and its licensors. All rights reserved.
This site is a part of Curse, Inc. and is not affiliated with Mojang.